This mod adds a gametype "Elimination". It is round based. You have all weapons (bfg is disabled by default) and full health and must eliminate the other team. It is like elimination from SoF2, combined with the UT version of Rocket Arena (no self damage, only two teams, warmup).

The only thing I changed was the copywrite notice on the main menu, the default bot choices, and the end credits. Care to add a ffa elimination (last man standing) gametype with fromhell's idea of having a set number of lives per round to your mod?

Ok, this is important: when adding a new team game type make sure that it is defined after the missionpack gametypes in bg_public.h so that nothing gets b0rked.

That will make it very hard to implement another FFA gametype (like Last man standing), because the code expects all gametypes with a number higher than GT_TEAM to be team games and numbers higher than GT_CTF to use the team spawn points.

The code does not check every single gametype, it just compares with GT_TEAM and GT_CTF

not necessarily. The easiest way to test after a compile of the qvms is to start the missionpack and change the gametype in the console followed with a /devmap oa_ctf4ish which has the team play entities in place. As long as both flags spawn in ctf, the three flags spawn in one flag, both obelisks spawn in overload, and all three obelisks spawn in harvester everything will work out.

I get the feeling that g_gametypes are going to have to be explicitly defined...

btw the vampire edition to the mod is more challenging

edit: Made some changes to your instantgib cvar before I committed it, nothing too special, just made the gauntlet an instagib weapon when the cvar is active (namely because in single player mode you have to die to get an instagib weapon and you already have the gauntlet ) You should probably spawn with it as well...

UI code is copyed from SVN and LMS has been added to itThere are some UI problems with LMS under "Create Server" (basically it is still considered a team game there) and the bots try to select a leader of TEAM_FREE (almost amusing)

1.) Create a monolithic patch of your changes* and then update to the latest ioq3 source (and post this patch, its easier than full source)2.) You may have to edit botlib so the bots know about the new gametypes

How about the Nexuiz keyhunt? Each team has a key, which is like a flag except is has no "base", so it has to be carried around or lie on the ground. When one person has all the keys, he receives a lot of points, or, when two/three persons of the same team have the keys and meet (i.e., are less than $distance from eachother) they all get a few points. Teams win when they hit the fraglimit. (Both normal frags and key collections count, but the latter deliver much more points.)

Okay, my comments after playing it. First off: I like it very much. Now, there are some bugs/glitches/areas for improvement I found. It's only a beta, but I'm listing them just to be sure you know.

In general:

You can't player-spectate after you die

If a team has only one player, and it leaves, the other team gains a point. (Only tried this in elimination.)

You can't see who's dead already (this would be nice - maybe in the tab-menu or on-screen the number of ppl still alive per team?)

friendly fire is always off, you can't kill yourself. It would be nice to have an option to turn this off.

If there's a new round, you can get killed by someone spawning on top of you. If this happens, you may not be able to participate in the round.

I've noticed that when starting a server, there's by default no frag/capture limit. (This may be an Openarena glitch.)

specifically elimination:

you only get points when you kill someone. It is very hard to kill someone, so it might be fairer to get points for every 10 damage you did or something. Or, make it 'normal' hard to kill someone and then let everybody respawn once or twice

specifically CTF elimination:

You always hear the flag returned sound at the beginning of the round.

You don't hear the spectator when a flag is stolen.

specifically last man standing:

You don't get points for killing. This is probably intentional, but it means that hiding is the best strategy to winning.